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PAUL ALEXANDER
COMMUNITY WRITER
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Followers (6)
Following (2)
LOCATION
Atlanta, GA, USA
Student of Interactive Media and Game Design, SCAD Atlanta
TWITTER  fender_splendor
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FEATURED POST
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What happens to iPhone developers when their games are copied? And what's behind the rise of "clones" in the App Store and elsewhere? This is the definitive story of indie developer Vlambeer, Gamenauts, and the controversy surrounding Ninja Fishing.
Monday, September 12, 2011 | Comments (6)
POST BY THIS AUTHOR (13)
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Gamasutra's interview with the makers of id's upcoming title, Rage, is a shining example of solid games journalism.
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Paul Alexander responds to Brandon Justice's recent EGM opinion piece on the used games "controversy."
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When the IGF comes to a close, what can indie developers do to get gamers' attention? Here are four ideas to help them make a splash.
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A short, Italian plumber changed the life of this gamer forever.
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Part two of an interview with James Swirksy, one of the filmmakers behind the upcoming documentary Indie Game: The Movie. Swirksy dishes about triple-A games, the world of competitive air guitar, and the process behind funding and crafting this exciting documentary.
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Part one of an interview with James Swirksy, one of the filmmakers behind the upcoming documentary Indie Game: The Movie. Swirksy dishes about triple-A games, the world of competitive air guitar, and the process behind funding and crafting this exciting documentary.
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Should Japanese developers look to the West for inspiration? Paul Alexander thinks Keiji Inafune missed the mark in his recent New York Times interview.
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Maybe someday, some happy accident will result in an enjoyable video-game film being made. But the Mass Effect movie project is proof that it’s not worth all the time, money, and popcorn butter-related stomach cramps, and here’s why.
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How can indie developers find more independence and increased financial success? A possible solution may come from a surprising place: the organic foods industry.
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Ever thought of getting a video game tattoo? This BitMobber shows us his and gives some helpful advice for anyone looking to get one.
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Where does the future of video games lie? The history of art may already offer us some possible answers.
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Paul Alexander's celebration of the independent spirit is as uplifting as it is inspirational!
COMMENTS BY THIS AUTHOR (65)
"HISCOCK!!!"
Tuesday, November 08, 2011
"It's important to remember that there's more than one multiplayer mode in ME3, and Jasmine only played the competitive portion. I'm actually interested in the co-operative missions, which could potentially be a really cool extension of the single-player campaign."
Tuesday, October 18, 2011
"@Rob - minor correction needed in the second to last paragraph. Tried to email you but couldn't track down your address."
Friday, October 07, 2011
"@Bobby and Rob - kudos for bringing up Shoe's 2006 conversation with Peter Moore. That was the first thing that popped in my head when I read this interview.

In a way, id's responses in this interview seem far more disconcerting. Peter Moore could be forgiven for his answers - he was the face of the XBox's marketing campaign at the time. This interview included id's CEO, sure, but it also included one of the game's artists. That neither of them were able (or willing) to adequately articulate why their game is, like, so totally awesome is pretty crazy.

@Shoe I agree wholeheartedly. These guys could have benefited greatly from a personality like Bleszinkski or Jaffe in their camp. Regardless of how you feel about those guys, they always manage to be both candid and on-messag"

Friday, October 07, 2011
"PR people are really given a difficult job. They sort of have the same job as presidential speechwriters/coaches: educate and inform the public, but within a limited scope of field - and always stay on message. When you allow your company to start going off on tangents about a game's creative vision, there's an opportunity for some interest on the part of the reader, sure. But there's also an increased chance that something could be picked up on by readers that wasn't meant to come across the way it was, or someone could flub a detail...and then it's PR's job to clean up that mess."
Tuesday, October 04, 2011
"Fitting that this article appeared in my Twitter feed the same day:

http://nygamecritics.wordpress.com/2011/09/29/the-state-of-videogame-journalism/

The stakes have never been higher for the games press to start moving in a variety of bold new directions. Not just one will do. Experimentation with different creative ideas - to say nothing of new methods of profitability - are needed. Now."

Tuesday, October 04, 2011
"Sorry Rus, I have to dissent as well. Saying that iPhone gaming is "broken" puts the blame on the system, but your article is about developers who get it wrong. Isn't that doing a disservice to all the great developers (2D Boy, Gaijin, Capybara, Chair) who've gotten iPhone gaming oh-so right?"
Saturday, September 24, 2011
"Also: wanna give a special shout out to Rami Ismail @ Vlambeer for being interviewed, and Bitmob's own Kate Cox for proofing this piece. Thanks guys!"
Tuesday, September 13, 2011
"It's depressing that cases like these are becoming the exception rather than the rule because big and small companies alike are realizing that there's more guaranteed money in a proven idea than in an original one. Companies like Gameloft and Zynga (and until a few years ago, PopCap) have really made this their modus operandi, and it's kind of sad. I think the biggest question I came away with after doing research for this article was that so long has gone by without anyone challenging the nature of intellectual property rights in games, and maybe we're ready for something different. A few people have come up with some interesting ideas (Monaco's Andy Schatz wrote a big blog on Gamasutra about this) but nothing that seems revolutionary enough to deal with a problem as specific as the one games face. People's default argument against gameplay being "protected" somehow is always, "it never has been before, so it never should be." I just don't know if that cuts it anymore."
Tuesday, September 13, 2011
"Hey! I dig this! Gimme more!

Speaking of mash-ups, anybody heard that new Wugazi record (Wu-Tang + Fugazi)?"
Monday, August 01, 2011
"I understand the sentiment. I've spent somewhere in the neighborhood of 40 hours playing NBA2K11 since I bought it 3 or 4 months ago, and barely cracked open all the goodies. Now that a new one is already on the horizion (in the midst of a lockout, no less!) I can't help but feel like all that work was for naught."
Tuesday, July 26, 2011
"@Rob I totally agree that there needs to be a universal standard on cutscenes. If you're going to make me sit and and watch those, and essentially surrender control, I deserve to decide when it's okay to go make a sandwich.

I think QTEs could be great ways to translate abstract ideas to the player - but I don't think developers have gotten it right yet. It boils down to a Simon game in most instances (womp womp.)"

Tuesday, July 26, 2011